- runtime: HEADLESS_FRAME_PATH, STICK_DEADZONE / STICK_LEFT_X/Y, key and
byte codes as char literals throughout (`k == 'w'`, `fill(rt_map, ' ', …)`)
- ludic.gameplay/stats: drop the duplicate `stat_field` (it answered "atk"
for every build stat); Stats.base uses stats_field_name
- ludic.shooter: compare aim modes and fire patterns with AimMode.* and
WeaponPattern.* instead of raw ints; STICK_RIGHT_X/Y
- ludic.npcai: DecisionMade / brain_set_state use AiState.*
- examples/games/menu.ludic uses Font.load / Ui.* with FONT_PATH and
BACKDROP named; strings.ludic header says what it prints
- whole tree: `x = x + 1` → `x += 1` (single-term right-hand sides only),
`0 - x` → `-x`, ASCII codes → char literals; every .ludic and every
```ludic fence reformatted with the fixed formatter (whitespace only)
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
The ergonomic layer over the engine-owned SpriteAnim/Motion systems (#43):
- Named clips: Anim.clip("run", frames, fps, mode) registers a clip by name and
Anim.play(entity, "run") plays it; Anim.play(entity, fps, frames, mode) sets
the clip directly. A name-keyed registry in systems.ludic.
- Frame events: Anim.on_frame(entity, frame) arms optional SpriteAnim
event_frame/event_fired fields; the engine flags the tick the clip first lands
on that frame, and Anim.fired(entity) reads it — the game reacts, so it stays
inside the no-runtime-dispatch event model.
- Motion.to(entity, from, to, dur, ease) starts a value tween over the Motion
component in one call (reflection-ABI writes, resetting the timer).
- Fluent Tween handles (runtime/native/tween.ludic): Tween.to / Tween.chain /
Tween.delay build a sequenced, disposable handle advanced by a new engine-owned
system (esys_tween, run each Update tick); Tween.value / Tween.done /
Tween.parallel / Tween.stop read and control it. The 1-arg Tween.done(handle)
is disambiguated from the 2-arg pure Tween.done(timer, dur).
Splicing: g_uses_anim_rt pulls in systems.ludic; g_uses_tween_rt pulls in
tween.ludic and inserts esys_tween into the Update phase. All integer and
deterministic, so animation and motion reproduce exactly under replay/lockstep.
Worked example + regression: examples/library/anim_sugar.ludic
(4 8 2 1 0 100 100 0 0 1 20 20 30 0 1). Twelve new docs pages (Anim, the new
Motion namespace, Tween handles). Full suite 77 passed, self-host C-free fixpoint
intact, no golden drift.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>